...IMPACT OF INFORMATION TECHNOLOGY IN BANKING INDUSTRIES TABLE OF CONTENTS Title page - - - - - - i Approval page - - - - - ii Dedication - - - - - - iii Acknowledgement - - - - iv Abstract - - - - - - v Table of contents - - - - - vi CHAPTER ONE 1.0 INTRODUCTION 1. Background of the study 2. Statement of problem 3. Objective of the study 4. Research question 5. Significance of the study 6. Scope of the study 7. Limitations of the study 8. Definition of terms CHAPTER TWO 2.0 REVIEW OF RELATED LITERATURE 1. Brief history about information technology 2. Banking environment in Nigeria 3. Application of information system applied in banking industry 4. Types of information system allied in banking industry 5. The impact of information technology to all state bank (Head office in Enugu) 6. Organizational profile CHAPTER THREE 3.0 RESEARCH METHODOLOGY 1. Sources of data 2. Population of study 3. Sample of six determination 4. Sampling technique 5. Method of data treatment 6. Research instrument used 7. Questionnaire distribution CHAPTER FOUR 4.0 Data presentation, analysis and interpretation 1. DATA PRESENTATION AND INTERPRETATION CHAPTER FIVE 5.0 SUMMARY OF FINDINGS, RECOMMENDATION AND CONCLUSION 1. Summary of findings 2. Recommendation 3. Conclusion Bibliography Appendix. CHAPTER ONE INTRODUCTION ...
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...Today’s teenagers use technology more than ever. Most of them have Internet access, which they use to send and receive email, instant messages, live chat, and more. Rarely do they stop to think about how harmful the Internet can be, such as exposure to pornography, identity theft, or cyber-bullying. Not only are they exposed to certain things but also the Internet affects a teenager’s social life, mental health and physical health. Over usage of the Internet can quickly lead to internet addiction, which will ultimately give them less time for them to study, do homework, read, exercise, or participate in any co curriculum activities. As a result, internet addiction directly affected their day to day’s lifestyle and characteristic whom some are suppose to be inside the classroom yet they are wasting time surfing the Internet, watching pornography, or playing online games in the cyber world. Today, due to popularity of social networking sites, teenagers are encouraged to post their profile on them because they want to be accepted by their peers. With putting up their profile, it helps them to meet and make friends with strangers. In turn, the stranger may be a predator who expose the teen to child pornography and encourage the teens to exchange pornography. In some cases the predator wants to go as far as to meet up with the teen. All this heavy use of Internet by teenagers can greatly affect their mental health. Some teens might attempt...
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...Cognition or Perception is the process of understanding or gaining familiarity of a faculty via thinking, experience or our senses. Are you slowly and gradually losing your awareness? If so, how can you get your perception back? Well, according to Adam Gazzaley, computers; specifically gaming, improves the brain activity in the prefrontal cortex (Smith et al, 2001). The prefrontal cortex is the part of the brain associated with cognitive control. Adam Gazzaley is a well-known professor in the field of Neurology at the University of California, San Francisco. He also founded the Neurology Imaging Centre. Gazzaley led a team in a study that attempted to prove that when particular cognitive abilities were targeted in the game ‘NeuroRacer' they increased the multitasking ability in elderly individuals (Tun & Lachman, 2010). Another point is, Gazzaley discovered that the effects of this cognitive training lingered around for a while, sometimes over six months even without regular practice. These effects on the cognitive activity of the test subjects spilled over to their day to day activities. Gazzaley observed that the elderly people even scored higher than the youths who had no training in the game. This exposure also improved their speeds in task accomplishment and switching and also enhanced their executive control functions especially on persons with fewer logical and scholastic advantages (Small et al., 2008). Though, the Gazzaley study is criticized on the basis that despite...
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...The Effects of Computer Games Addiction On Academic Performance of Students. A Research Paper Prof. Aurora De Luna English Teacher New Era University, Lipa City branch Antonio Julius V. Arellano 9-Galatians Introduction In the few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for students. In more recent years the arrival of the internet has become the complete change of landscape of electronic media from something individual and static into interactive and social one of the type of game is a MMORPG (Mass Multiplayer Online Role Playing Game) which has no ending at all its meant to be played forever another types of game are RPG, Shooter, Racing, Sims and Open World. Companies around the world invest millions of dollar on developing games according to the CNN the gaming franchise is multi-billion dollar business and companies want to get all the attention of gamers world to play their game. The term computer game is in sharp competition with video games, console games, and arcade games. Video games and console games usually mean games connected to a TV, whereas arcade games means games placed in public spaces. Computer games on the other hand, are occasionally used to mean games played on a personal computer. However, since all of these areas have been developed in close parallel...
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...the technology. It has been become very developed and useful for people. In these days, no doubt one of the common technological devices is computer. It is, everywhere such as workplace, homes, bank and computer has an importance place in education. Today computer are used in every phase of education. Like, other fields, computer spreads to the every field in education, however it does not always brings positive effects, one of these reason is , student who bringing laptop to the lecture, they get low grade and the second one is computer’s waste teachers time. First of all, bringing laptop to the lecture, make a quite significant impact on student’s being concentrate on the lecture fully because laptop is visual. “There’s halo effect, where people are being distracted by what’s on the screen” says Jeremy Littau who is an assistant professor of journalism and communication at Lehigh University. Students enter or surf on the website such as twitter, face book and eBay. When they deal with these website, they do not listen to the lecture, its result in, they missing the lecture and get low grades. Secondly, computers waste teachers time, Clifford Stoll who is an astronomer, compute systems administrator, and the author, says, “school computers need technical support, it’s silly to expect English teacher to install and maintain the high school’s file servers. In business, you figure...
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...EFFECTS OF COMPUTER GAMING ON NEUST STUDENTS’ IN CABANATUAN CITY 1. FOREWORD ....................................................................................................................................................................... 3 2. INTRODUCTION ....................................................................................................................................................................... 4 2.1. THE REPORT ....................................................................................................................................................................... 5 2.2. BACKGROUND ....................................................................................................................................................................... 5 3. RESEARCH DIRECTIONS ....................................................................................................................................................................... 8 3.1. ACTIVE USER PERSPECTIVES ....................................................................................................................................................................... 9 3.1.1. Important studies ..................................................................................................................................................................... 11 3.1.2. Problems with the Active User perspective ............................................
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...information. Our society could not be imagined without new technologies and their role both in this society and in human life in general. With advances in technology, student study habits have dramatically changed. It's affected the way classes are taught, students learn theories and the way information is presented. Gone are the days of slaving over books in the library and scribbling down notes on paper. Modern technology has rapidly changed our world. It improves the length and quality of life. Although modern technology brings an enormous number of benefits for mankind, it causes many harmful effects as well. Modern technologies are very powerful because they rely on one of the most powerful genetic biases we do have — the preference for visually presented information. The human brain has a tremendous bias for visually presented information. Television, movies, videos, and most computer programs are very visually oriented and therefore attract and maintain the attention of young children. The problem with this is that many of the modern technologies are very passive. Because of this they do not provide children with the quality and quantity of crucial emotional, social, cognitive, or physical experiences they require when they are young. The developing child requires the right combination of these experiences at the right times during development in order to develop optimally. This cannot happen if the child is sitting for hours passively watching television. Modern technology...
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...Name: Charlyn A. Cantong Yr @ Sec: BSIT-2C Title: HOW TO ERADICATE POVERTY? Amount of words: Poverty it entails more than the lack of income and productive resources to ensure sustainable livelihood. The manifestation of poverty includes hunger and malnutrition’s, limited to education and other basic services, social discrimination and exclusion as well as the lack of participating in decision making. Right education not only pertains in education in school but also education in all aspects of life. Educate everyone regarding on how to control population growth. To become honest and effective leaders. To vote wisely on their leaders, not to be ignorant in terms of judiciary system, and to become aware of social economic and political issues. If everybody was educated, the country can slowly achieve higher standards of living and can lessen poverty and hunger. Also, educate people on how to save and this is done through organizing seminars and conference. We have come to realize that we can also contribute in simple way by making effort to introduce a business with little capital that can sustain a family in their daily needs. To correlate with other more developed Asian countries, the Philippines must have infrastructure that will links it to region and islands for faster delivery of products. In that case, farmers will earn better and contribute to the economy. Then create employment opportunities by constructing small scale industries to enable people get access...
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...In today's modern world, computers are an essential part of everyday life. Around the globe, children often use computers from a very young age. Although it is important for children to participate in various well-balanced activities, in my opinion, children who use the computer daily are actually developing a critical skill for future success. The bases for my views are personal, academic, and professional. From a personal point of view, computers are an invaluable resource to help young people explore the world around them. For example, children who use Internet to satisfy their curiosity about diverse topics are already becoming independent learners. No child with a computer is ever bored! By starting early in their lives, children feel totally at ease around computers; they are also able to take advantage of the wide range of services computers provide. From an academic viewpoint, children have no choice but to master this technological invention. For instance, when I was in university, students brought their laptops to class to take notes, do research and exchange information. They wrote assignments, created presentations and developed databases. Children who build early confidence and experience in these abilities are at a distinct advantage over those who have not. From a professional perspective, the computer has found a permanent place in the workplace. Today, employers still pay to provide computer training to their employees. Tomorrow, corporations will expect prospective...
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...Computer Games PC games, also known as computer games, are video games played on a general-purpose personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output. PC games reached widespread popularity following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder". From the mid-90s onward they lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution. The uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult. Although personal computers only became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes andminicomputers had previously already existed. OXO, an adaptation of tic-tac-toe for the EDSAC, debuted in 1952. Another pioneer computer game was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar! on a PDP-1 mainframe computer used for statistical calculations.[3] The first generation of computer games were often text adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure, Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976...
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...| CONNECTING FROM CX904 ET | | Name 姓名: | DOMINGUEZ/CECILIAMS | | Date 日期: | 27NOV13 | | From 從: | HONG KONG | | To 至: | TORONTO | | Departure 出發時間: | 10:40 | | Gate 登機閘口: | Please check at the airport | | | | Flight 航班: CX828 | | Seat 座號: 40D | | BN:23 CXFFP 1178334650 | | | | | | | | | | | 40D | | | | | Next Steps | | | Have Bags to check in? * Drop bags at the Self Check-In Bag Drop Counter at Hong Kong International Airport Terminal 1. Business Class and Marco Polo Club Members - Aisle B; Economy Class - Counters C1 and C2. Please arrive at least 45 minutes before departure. | | No Bags to check in? * Proceed directly to the gate and present your travel documents for checking at least 30 minutes before departure. | Important Reminders | | 1. Immigration and Security Regulations require that your name on the boarding pass must match that on your travel document. If there is a discrepancy, please contact your Airport Check-In counter for assistance. 2. You MUST cancel your check-in online at least 60 minutes before departure if you cannot travel as planned. Failure to do so will require you to contact Cathay Pacific to reissue your ticket before future travel is allowed. This may result in re-issuance fees and payment of any fare differences as per the ticket conditions. 3. You must present valid travel documents at the...
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...and in the same time, we are exceeding our potentials and widening our mind in the society or community we belong. While I am thinking on how to set up my theme into organized details, brain storming and concept mapping pop in the lead. In addition, I found out that my topic was full of vast ideas. Thinking that my topic was so easy, yes it is so easy but full of thoughts. For me enable to swim this wide ocean of ideas, I need to configure my thoughts and get the pearl of the orient of each subject matter that are included here. The title of my essay is technology and morality. It has a two parts; first, the part one, “the effect of computer in children s' morality; then the part two, “the social media modifying the moral standard of humanity. Nevertheless, this essay will focused only on the part one; respectively it is all about the impact of computer to the one of the parts of our society, the children. The children have a great role in our life. It is a stage of process where the stepping-stone for adolescent and adulthood...
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...THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS BY: NOR AZILA AWANG ABU BAKAR NAZATUL AZLEEN ZAINAL ABIDIN NORLINA MOHD SABRI MARCH 2008 COPYRIGHT © UiTM Tarikh No. Fail Projek 19 Mac 2008 Penolong Naib Canselor (Penyelidikan) Institut Penyelidikan, Pembangunan dan Pengkomersilan (lRDC) Universiti Teknologi MARA 40450 Shah Alam YBhg. Prof., LAPORAN AKHIR PENYELIDIKAN "THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 (COMPUTERS AND INFORMATION PROCESSING) STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS" Merujuk kepada perkara di atas, bersama-sama ini disertakan 2 (dua) naskah Laporan Akhir Penyelidikan bertajuk 'The Effects of Computer Games on the Academic Performance of CSC 134 (Computers and Information Processing) Students in UiTM Terengganu Dungun Campus' oleh kumpulan Penyelidik dari Fakulti Teknologi Maklumat dan Sains Kuantitatif, UiTM Terengganu (kampus Dungun) untuk makluman pihak Prof. Sekian, terima kasih. Yang benar, NOR AZILA AWANG ABU BAKAR Ketua Projek Penyelidikan ii COPYRIGHT © UiTM PROJECT TEAM MEMBERS NOR AZILA AWANG ABU BAKAR Project Leader ................................................: 11 ~ / Sig at t'e . NAZATUL AZLEEN ZAINAL ABIDIN Project Member ~ .............................. . NORLINA MOHD SABRI Project Member ............................................ 1':f?~ Signature iii COPYRIGHT © UiTM . ACKNOWLEDGEMENT First and foremost we thank Allah...
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...Cause and Effect of Online Computer Games Introduction In today’s generation with a fast-paced technology and modernized society, it is not a question anymore why computer games are extensive. It becomes a natural part of growing up for players most especially to the so-called gamers who are mostly students. They play computer games for leisure and fun. Gamers are able to learn how to socialize and compete with others through online gaming. For them, it is more than just a play because they are able to create a fantasy world wherein they have their own character and could escape from reality. Hence, it turns into a real and growing problem since not only the adults are affected but kids as well who know how to play computer games. The enjoyments they get from playing these games develop into addiction which they hardly noticed that they are spending much time on computers. It is patent that computer games are affecting the behavior of a student/gamer. They become loner. Others lose interests in studying and would prefer to play online games rather than do their homework or projects. In result, they would fail and worst, decide to stop schooling. There could be a lot of effects of playing online computer games to students. It brings psychological impact to a student/gamer. Moreover, computer games affect not only mentally but also physically because gamers became sleepless. They would stay awake for 24 hours just to keep on playing and would even skip meals because they’re...
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...THE EFFECTS OF COMPUTER TECHNOLOGY TO STUDENTS’ LIFESTYLE AND STUDY HABITS Abstract This research study aimed to determine and identify all the possible positive and negative effects of using computer technology to the lifestyle and study habits of college students, particularlyfreshmen students in the nursing and information technology departments in Saint Mary’s University. Specifically, this study determined the different negative factors that affect a student’s level of competency in terms of critical thinking and problem-solving skills. Also, it determined major reasons why students use computer technology in their daily lives. Findings from the study indicate that using computer technology makes daily living easier for students when it comes to finishing their tasks and completing their school projects. We found out that most students use the computer to communicate with their parents and relatives who live abroad and to visit educational websites like wikipedia.org to help them in their school works and assignments. It also presents data gathered from the level 1 SMU students that they use computer not just to do their research projects, but also to entertain their selves by playing computer games like DOTA and counter strike. The data also shows that the student’s use the computer in signing up to social networking sites so that they can chat with friends be updated daily on what is going on around. The gathered data and results confirmed that using computer technology...
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